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    StarFell Forums StarFell Forums Lore Magic Lore [Druidic] The Green Path

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    [Druidic] The Green Path
    Creete
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    #2
    07-07-2024, 12:18 AM (This post was last modified: 07-11-2024, 08:45 PM by Creete.)
    Resurgence:


    Nature is violent, this is a known thing to even those who do not walk the path. There is no denying the cruelty that is the Cycle, but within it there are moments of peace, of healing and of kindness. Through Resurgence, a druid seeks to embody these periods of calm within the cycle and mend what is tainted, sickened or wounded. They do so while maintaining the Balance and reflecting on the words of the Father:


    “What are we, my children, but beasts in an untamed wild? The same fire that would scorch my forests will char our flesh; the same ax that would seek to cut down the grand elder oaks will also slash through man and animal alike. In the Cycle, you are no different than the oak, no different than the fawn - you are but one of many souls - tethered together by the Mana Stream. The Cycle may be cruel, but we do not have to be. In seeking Balance and to right the wrongs of those blind to the Path, we must sometimes approach with a gentle hand: we must sometimes sooth the wounded, just as we must sometimes slay those who would harm the Green. It is a thankless, tiring balancing act, my child, but one we are destined for.”


    Soothing Mists
    “The Cycle may be cruel, but we do not have to be.”


    Where an animal or man may be wounded, a druid may be called upon to tend to them. Soothing Mists allows the Walker to ease the pain of injury or illness and to mend tattered flesh or broken bones. It is a vital spell to any druid within the vast wilds.


    Mechanics:
    Through deep concentration a druid is able to channel their own mana, their ‘mists’ into the wounded person or animal. While maintaining this sharp focus, they will be able to heal minor cuts, scrapes, bruises with ease. Larger, more dangerous wounds, will take more time, more sessions or more druids to properly treat. This is not without cost to the druid, as the Soothing Mists they create will exhaust them rapidly the longer they cast them.


    Connect [1] -> Focus [1+] -> Cast [1]


    The Break Down:
    o - A druid will be able to learn Soothing Mists at t2, but will only be able to heal very minor injuries while exhausting themselves doing so. This includes scrapes, small cuts, and minor bruises.
    o - By t3 a druid can heal cuts up to 2 inches long that are shallow, bruises that are no bigger than 3 inches in diameter, along with everything the previous tier could mend.
    o - At t4 they are able to tend to fractures with an additional emote of focus, along with cuts that are up to half an inch deep and up to five inches long. 
    o - Finally at t5 a druid will be able to mend deep cuts, lacerations, large bruises, and proper broken bones; this will result in an additional emote of focus.


    Redlines:
    o- Soothing Mists can not bring someone back from the dead.
    o - Soothing Mists will not restore lost blood in a person, it can only mend physical injuries.
    o - Full concentration is required to continue healing a person, if the druid is interrupted they will have to connect and focus again.
    o - This spell can be cast in combat but still requires full focus and the druid will not be able to defend themselves while channeling. The target will also be unable to attack or defend themselves without resulting in the casting druid breaking their concentration.
    o - This spell can not be used to heal mental afflictions or curses/hexes.
    o - This spell can not be used to reattach limbs.


    Binding Moss
    While Soothing Mists may mend a broken bone, it takes quite some time to do what it must. There are moments where every single second counts, where one may find themselves rapidly bleeding out - in those moments Binding Moss is exactly what could make the difference and stabilize the wounded.


    Mechanics:
    By placing their hand upon any surface moss is able to grow, a druid may channel their mana into it. Surging their power forth, they will cause a sudden bloom in shimmering moss that has been imbued with their energies. This moss can then be removed and placed upon an open wound, and through more channeling, it will spread out - weaving into the flesh - and seal the wound with a strange, shimmering green patch.


    Should a druid have a supply of moss on hand, they will be able to take that moss and use it rather than conjuring forth some for their spell.


    To Conjure the Moss and Attach it:
    Connect [1] -> Focus [1] -> Create Moss [1] - > Attach Moss [1 or 2]


    To Attach Moss without Conjuring it:
    Connect [1] - Focus [1] -> Attach Moss [1 or 2]


    Emote count required for attaching the moss based on wound size:
    To seal small and medium wounds: +1 emote
    To seal large wounds: +2 emotes


    The Break Down:
    o - This ability is able to be learned at t2, and can be used on a single small wound at a time before tiring the druid.
    o - At t3 a druid can now seal a single medium wound or two small wounds before tiring.
    o - By t4 they will be able to seal 1 large wound, 2 medium wounds or 3 small wounds before exhausting themselves.
    o - Lastly at t5 a druid will be able to seal 2 large wounds, 3 medium wounds or 4 small wounds prior to being fully exhausted.


    Small wound: a cut or gash no deeper than ½ an inch and no longer than 2 inches.
    Medium Wound: an injury that is 1 to 1 ½  inches deep but no longer than 4 inches.
    Large Wound: a wound that is 2 to 4 inches deep and no longer than 6 inches.


    Redlines:
    o- Binding moss does not restore blood loss, it simply stops blood loss from continuing.
    o - Binding Moss can not bring someone back from the dead or stop someone who has already lost too much blood from dying.
    o - Binding Moss can not be used on wounds that are too large, such as a hole left by a cannon blast, but can be used on the severed end of a limb should a part be cut off.
    o - Binding Moss can only be conjured on surfaces that moss will naturally grow such as rocks, trees/fallen trees, soil, etc. 
    o - Aquatic mosses will work just as well as non-aquatic mosses.


    Rooted Return
    Every life is valued by the druid, from the smallest insect to the mightest beast - they each serve a purpose within the Cycle. While every druid seeks to maintain the delicate balance of life and death, to protect and mend the wounded innocent creatures and plants of the world, they know that death is an undeniable part of the balance. That is why when a druid must ensure a life that is about to be lost to the stream is saved, the task and cost weigh heavily upon them.


    Mechanics:
    To grasp a fleeting soul and hold it within the faltering body of another person or creature is no easy task, it requires concentration and sacrifice. A druid will reach out with their own mana and grasp the weakening soul within the heartbeat of nature; once found, they will hold it within their body as their surging mists work to stabilize the damaged vessel. This will not completely cure the wounded of all their injuries, but it will fully stabilize them - at the cost of the energy and comfort of the druid.


    Pain will rock the body of the Walker, as the price for such a powerful blessing saps them of all their energy. They will feel the agony of the wounded, the pain that courses through them, and will have to focus through it in order to carry out this last resort spell.


    Connect [1] -> Tune in [1] -> Focus [2] -> Cast [1]


    The Break Down:
    o - This blessing can only be learned at t5.
    o - The pain that the druid feels during this spell does not reflect on them physically, meaning they will not actually transfer the wounds to their bodies - they will merely feel extreme exhaustion and the pain of the person they are working to stabilize.


    Redlines:
    o - While this spell can be used in combat it would completely take the casting druid out of the conflict, as they would be too exhausted to fight.
    o - There is an IRL cool down of a week, meaning a person can only cast this spell once per week.
    o - This spell can save someone from the brink of death when reasonable, meaning if a person has been decapitated it would not work.
    o - This spell can not bring back someone from death, it can only prevent death.
    o - Rooted Return can not be self taught and must be taught via RP with a mentor.
    o - Due to the amount of mana that is used in Rooted Return, if it is interrupted the druid will not be able to attempt to use it again for an entire IRL day.
    o - This spell will not attach or regrow lost limbs.

    General Breakdown of the Green Path:



    o - Druidism takes two slots!

    Tier Progression:


    Tier One (T1): 
    1 week from the connection date.

    Has the ability to use:
    Connection
    Green Speech
    Vitality
    Swarm

    Tier Two (T2): 
    2 weeks from the end of the previous tier.

    Gains the ability to use:

    Molding
    Fae Lights
    Entangling Vines
    Fae Fazed
    Bark Skin
    Soothing Mists
    Binding Moss

    Tier Three (T3): 
    3 weeks from the previous tier.

    Gains the ability to use:

    Overgrowth
    Moonflare

    Tier Four (T4): 
    4 weeks from the previous tier.


    Gains the ability to use:
    Nature's Cry

    Tier Five (T5): 
    You have mastered The Green Path!


    Has the ability to use:

    Fae Imbuing
    Tethering
    Fairy Fire
    Rooted Return


    General Redlines to the Green Path:


    o - A druid can not be connected to two different types of magics at a time; if they are casting a non-druid spell they will need to disconnect from the Wilds and focus on their other connection before casting that other magic.
    o - All core races are able to be druids; as CAs are created their lore will state if they are able to be druids. I will attempt to keep a list on this lore piece as well.
    o - Tenants are subject to be added to as time progresses; breaking a tenant can lead to an LT lead disconnection from the magic.
    o - For spells such as Swarm, Entangling Vines and Overgrowth, if there is no flora or fauna in the area these spells would not work. Example: if you are in a desert, you will not be able to pull vines out of nowhere. It has to make sense in the location you are in.
    o - Druidism is not compatible with dark magics or other deity magic (such as cleric magic).



    Credits:
    Lore written by Creete


    Thank you to everyone who humored my ramblings and gave input.

    Thanks to Meteor for reviewing it over and over for me! c:
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    Messages In This Thread
    [Druidic] The Green Path - by Creete - 07-07-2024, 12:16 AM
    RE: [Druidic] The Green Path - by Creete - 07-07-2024, 12:18 AM

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